Handle COMP

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The Handle Component is a new IK tool designed for manipulating groups of bones. Whereas the previous IK tools only allowed for a single end-affector per bone chain, this new method allows for several end-affectors per bone. Furthermore, the bones need not be a chain. Any setup, including branches, are handled.

One typical example is the use of motion capture data. In higher-end systems, you could have a cloud of marker positions and a skeleton to be driven by it.

This Handle Component works in tandem with the Handle CHOP. The following setup is commonly used: Given a hierarchy of bones, attach one or more Handle Components to specific locations on each Bone Component. Assign each handle a target in space to follow. Create a Handle CHOP which collects this information and calculates the rotation channels for the bones. Export these values back to the bones.


Parameters - Handle Page

Target target - Where the Handle will pull the bone towards (like an end-affector).

Translate t - - Displacement tx,ty,tz relative to the origin of the bone where the handle is anchored.

  • X tx -
  • Y ty -
  • Z tz -

Weight weight - When multiple handles are attached to a bone, higher weighted handles draw closer to their target.

Twist Only twistonly - When enabled the handle only contributes the the z rotation of the bone, when disabled it points the bone (rx, ry, and rz).

Falloff falloff - This value affects how much parent bones are affected when the child bone is reaching a target. It affects the flexibility of the chain.

Rotation Limits X dorxlimit - These affects how much the bone is allowed to rotate with respect to its parent.

Limit X lrx - -

  • lrxmin -
  • lrxmax -

Rotation Limits Y dorylimit - These affects how much the bone is allowed to rotate with respect to its parent.

Limit Y lry - -

  • lrymin -
  • lrymax -

Rotation Limits Z dorzlimit - These affects how much the bone is allowed to rotate with respect to its parent.

Limit Z lrz - -

  • lrzmin -
  • lrzmax -

Parameters - Render Page

The Display parameter page controls the component's material and rendering settings.

Material material - Selects a MAT to apply to the geometry inside.

Render render - Whether the Component's geometry is visible in the Render TOP. This parameter works in conjunction (logical AND) with the Component's Render Flag.

Draw Priority drawpriority - Determines the order in which the Components are drawn. Smaller values get drawn after (on top of) larger values.

Pick Priority pickpriority - When using a Render Pick CHOP or a Render Pick DAT, there is an option to have a 'Search Area'. If multiple objects are found within the search area, the pick priority can be used to select one object over another. A higher value will get picked over a lower value. This does not affect draw order, or objects that are drawn over each other on the same pixel. Only one will be visible for a pick per pixel.

Wireframe Color wcolor - - Use the R, G, and B fields to set the Component's color when displayed in wireframe shading mode.

  • Red wcolorr -
  • Green wcolorg -
  • Blue wcolorb -

Light Mask lightmask - By default all lights used in the Render TOP will affect geometry renderer. This parameter can be used to specify a sub-set of lights to be used for this particular geometry. The lights must be listed in the Render TOP as well as this parameter to be used.

Parameters - Extensions Page

The Extensions parameter page sets the component's python extensions. Please see extensions for more information.

Re-Init Extensions reinitextensions - Recompile all extension objects. Normally extension objects are compiled only when they are referenced and their definitions have changed.

Extension Object 1 extension1 - A number of class instances that can be attached to the component.

Extension Name 1 extname1 - Optional name to search by, instead of the instance class name.

Promote Extension 1 promoteextension1 - Controls whether or not the extensions are visible directly at the component level, or must be accessed through the .ext member. Example: n.Somefunction vs n.ext.Somefunction

TouchDesigner Build:

Actor • Ambient Light • Animation • Base • Blend • Bone • Bullet Solver • Button • Camera Blend • Camera • MediaWiki:Common.js • Component • Constraint • Container • Engine • Environment Light • FBX • Field • Force • Geometry • Handle • Impulse Force • Light • List • Null • Nvidia Flex Solver • Nvidia Flow Emitter • OP Viewer • Parameter • Replicator • Select • Shared Mem In • Shared Mem Out • Slider • Table • Time • USD • Widget • Window

An Operator Family that contains its own Network inside. There are twelve 3D Object Component and eight 2D Panel Component types. See also Network Path.

An Operator Family which operate on Channels (a series of numbers) which are used for animation, audio, mathematics, simulation, logic, UI construction, and many other applications.

Exporting is the connection of CHOP channels to parameters of operators. The output of each exporting CHOP is one or more channels, active only while the CHOP Viewer is on. The current value of a channel can be exported to a parameter of any operator, overriding that parameter's value. See Parameter.

An Operator Family that associates a shader with a SOP or Geometry Object for rendering textured and lit objects.

Any component can be extended with its own Python classes which contain python functions and data.

The component types that are used to render 3D scenes: Geometry Component contain the 3D shapes to render, plus Camera, Light, Ambient Light, Null, Bone, Handle and other component types.